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Merge pull request #328 from EvgeniiG/master

Fix diffuse transmission
/RenderPassXR_Sandbox
GitHub 7 年前
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3de259af
共有 2 个文件被更改,包括 27 次插入9 次删除
  1. 30
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
  2. 6
      Assets/ScriptableRenderPipeline/ShaderLibrary/CommonMaterial.hlsl

30
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl


[branch] if (bsdfData.enableTransmission)
{
// Use the reversed normal from the front for the back of the object.
illuminance = F_Transm_Schlick(bsdfData.fresnel0.x, saturate(-NdotL)); // Transmission is only valid for dielectric
// Currently, we only model diffuse transmission. Specular transmission is not yet supported.
// We assume that the back side of the object is a uniformly illuminated infinite plane
// (we reuse the illumination) with the reversed normal of the current sample.
// We apply wrapped lighting instead of the regular Lambertian diffuse
// to compensate for these approximations.
illuminance = ComputeWrappedDiffuseLighting(NdotL, SSS_WRAP_LIGHT);
float3 backLight = (cookie.rgb * lightData.color) * (illuminance * lightData.diffuseScale);
float3 backLight = (cookie.rgb * lightData.color) * (Lambert() * illuminance * lightData.diffuseScale);
// TODO: multiplication by 'diffuseColor' and 'transmittance' is the same for each light.
float3 transmittedLight = backLight * (bsdfData.diffuseColor * bsdfData.transmittance);

[branch] if (bsdfData.enableTransmission)
{
// Use the reversed normal from the front for the back of the object.
illuminance = F_Transm_Schlick(bsdfData.fresnel0.x , saturate(-NdotL)) * attenuation; // Transmission is only valid for dielectric
// Currently, we only model diffuse transmission. Specular transmission is not yet supported.
// We assume that the back side of the object is a uniformly illuminated infinite plane
// (we reuse the illumination) with the reversed normal of the current sample.
// We apply wrapped lighting instead of the regular Lambertian diffuse
// to compensate for these approximations.
illuminance = ComputeWrappedDiffuseLighting(NdotL, SSS_WRAP_LIGHT) * attenuation;
float3 backLight = (cookie.rgb * lightData.color) * (illuminance * lightData.diffuseScale);
float3 backLight = (cookie.rgb * lightData.color) * (Lambert() * illuminance * lightData.diffuseScale);
// TODO: multiplication by 'diffuseColor' and 'transmittance' is the same for each light.
float3 transmittedLight = backLight * (bsdfData.diffuseColor * bsdfData.transmittance);

[branch] if (bsdfData.enableTransmission)
{
// Use the reversed normal from the front for the back of the object.
illuminance = F_Transm_Schlick(bsdfData.fresnel0.x, saturate(-NdotL)) * clipFactor; // Transmission is only valid for dielectric
// Currently, we only model diffuse transmission. Specular transmission is not yet supported.
// We assume that the back side of the object is a uniformly illuminated infinite plane
// (we reuse the illumination) with the reversed normal of the current sample.
// We apply wrapped lighting instead of the regular Lambertian diffuse
// to compensate for these approximations.
illuminance = ComputeWrappedDiffuseLighting(NdotL, SSS_WRAP_LIGHT) * clipFactor;
float3 backLight = (cookie.rgb * lightData.color) * (illuminance * lightData.diffuseScale);
float3 backLight = (cookie.rgb * lightData.color) * (Lambert() * illuminance * lightData.diffuseScale);
// TODO: multiplication by 'diffuseColor' and 'transmittance' is the same for each light.
float3 transmittedLight = backLight * (bsdfData.diffuseColor * bsdfData.transmittance);

6
Assets/ScriptableRenderPipeline/ShaderLibrary/CommonMaterial.hlsl


return 0.25 * (expOneThird + 3 * expOneThird * expOneThird * expOneThird) * volumeAlbedo;
}
// Ref: Steve McAuley - Energy-Conserving Wrapped Diffuse
float ComputeWrappedDiffuseLighting(float NdotL, float w)
{
return saturate((-NdotL + w) / ((1 + w) * (1 + w)));
}
// MACRO from Legacy Untiy
// Transforms 2D UV by scale/bias property
#define TRANSFORM_TEX(tex, name) ((tex.xy) * name##_ST.xy + name##_ST.zw)

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